Left 4 Dead 2

Left 4 Dead 2

Pier Pressure
Jim_Partridge_Mapping  [developer] 17 Nov, 2024 @ 4:35pm
Please provide beta testing feedback here...
Please post here with any feedback you can share...
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Showing 1-15 of 34 comments
Ænima² 17 Nov, 2024 @ 7:40pm 
broken nav and missing string table on map 2
you'll also need to light up the garage door becase we couldnt find it

also the finale horde doesnt seem to have pause ? crazy
Last edited by Ænima²; 17 Nov, 2024 @ 7:41pm
Jim_Partridge_Mapping  [developer] 18 Nov, 2024 @ 12:36am 
can you be more specific about the nav? where is it "broken"...

Noted on the garage door.. .good call...

i haven't seen any problems with the finale so far... did you go through the building beforehand as you're meant to? there's a trigger in there that stops the onslaught.. but if you skipped it somehow then that won't stop
fpelayo 18 Nov, 2024 @ 2:20am 
Dunno about him, but for me map 2 the bots just stand around and never move, and no zombies spawn other than the Tank in the panic event. Console's pretty full of errors too. I even starting the campaign from map 2 instead of 1 in case it was a transition issue, and instead of spawning in the starting saferoom, the survivors spawned on top of a building in the *middle* of the map.
Jim_Partridge_Mapping  [developer] 18 Nov, 2024 @ 2:23am 
that's very weird.. i'm posting a new verision of map 2 now...
give it a try in an hour or so
Dukkie 18 Nov, 2024 @ 3:49am 
just add soundscape for map and fix map 2 errors.
Last edited by Dukkie; 18 Nov, 2024 @ 3:49am
kurochama 18 Nov, 2024 @ 9:41am 
I don't know if some vans are the real paths or not (most likely not , I think), but in map 2, players can jump over some vans near the water to skip some areas. Bots still go somewhere else before meeting the players though (I think bots use the real paths).

& in map 3, I saw charger & hunter getting stuck around the fences near the boat area during holdout finale, like they wanted to get out but they just got stuck running in front of the fences instead.
Jim_Partridge_Mapping  [developer] 18 Nov, 2024 @ 10:08am 
thanks will check it
Ænima² 18 Nov, 2024 @ 5:35pm 
map 2 nav flow were broken, so the entire map doesnt have any CI spawn (before your update)
Zyrkonic 20 Nov, 2024 @ 6:15pm 
SI are getting stuck in the gazebo and the fence where the boat is supposed to be at the pier, Tanks also climb them and take FOREVER to get down, making them too easy to shred. AI Partners don't get on the tram completely.
∞Timeless∞ 20 Nov, 2024 @ 8:47pm 
The overall direction is cool and unique. However, walking via paths that are unidirectional are kind of blunt and predictable. Look at other camps like Buried Deep or Lockdown, they are interrupted by crashed helicopters, trash, containers, ambulances, etc. which gives you the sense of chaos and zombie apocalypse. For example, a simple path is entering a house, go right, then left and finally right (boring). However, if you enter the house, need to go up using a half broken upstairs, because a crashed and burning helicopter is obstructing crossing the living room, then using a hole in the second floor to enter the room passing the living room and then finally go right. Is basically the same initial and final point but the second one makes it more realistic in a zombie apocalypse and visually stunning. In a zombie apocalypse you find broken walls, piles of death bodies (maybe a bunch of clowns is more appropriate in your maps), path obstructed by destroyed cars, etc. Also, you can make map 2 as a genuine adventure by putting a first panic event waiting for the elevator and you can make spawn a Tank randomly being trapped inside the elevator. The clown tank inside the carrousel is very cool. However, the carrousel is in too good conditions, too much a would say for a zombie apocalypse. Finally, the last map was surprising to me, I did not expect running and then defending. Again, try to make it that place look in worse conditions; destroyed plus trash, sleeping bags, dead survivors, etc to give the sense that other people were there waiting there but rescue never arrived. Also, you can add many death clown tanks in that area to give a sense what can happen before the rescue. I would expand the final panic event a bit more, maybe adding the activation of a light so the recue can see you. Cool map overall!
Jim_Partridge_Mapping  [developer] 21 Nov, 2024 @ 12:00am 
ah. you're talking about detailing... yes that's coming later... normally you get all the gameplay locked down first... and make sure everything works well before you start destroying everything further.. thanks for your thoughts. will keep them in mind.
Jem 22 Nov, 2024 @ 2:01am 
at the end, where the boat takes you, the special infected cant climb the fence so they are practically useless.
Jim_Partridge_Mapping  [developer] 22 Nov, 2024 @ 4:10am 
yeah i'm still trying to figure out how to make special infected ladders.. they're really tricky for some reason...
zuaL 22 Nov, 2024 @ 10:55pm 
Overflow error writing string table baseline scenes on Final Map
Also there is alot of infected navigation problem when player on object during campaign.
On final map at the rescue area there is a invisible floating platform player can hang and revive to stay up there and infected can't climb up.
Skip Wiley 29 Nov, 2024 @ 1:57pm 
Hey Jim, congrats on another release!

Bugs:
- Lack of weather sounds on maps 1 and 2 (seeing lightning but no thunder sounds)
- After completing the laser sight carnival mini game, the music continues to play
- Map geometry heading to the finale area is visible on the far left and right edges of map 3 ( https://i.imgur.com/q7NOTtq.jpeg , https://i.imgur.com/PQRIIzo.jpeg )
- Lack of rock music during the finale on map 3 (the laser light show is really cool!)
- Also seeing SI spawn inside the little building right behind the stage in map 3 during the finale ( https://i.imgur.com/2DxyRuS.jpeg )
- Also gonna agree that the locked off area heading to the boat acts like a massive zombie choke point, makes killing SI and tanks way too easy ( https://i.imgur.com/U2a2ODB.jpeg )
- Survivors are appearing as having died during the end credits/stats (no one died during this playthrough)

Additional feedback/thoughts:
- Could use some of that classic Dark Carnival survivor banter
- Because the ammo pile is in the middle of the stand for the laser sight carnival mini game, my character keeps wanting to do the item reach animation while playing it
- Maybe add some more poster variety?
- The zombie shooting gallery reward is super unclear, what are we supposed to do with Gnome Chompski?
- I understand it's a boardwalk but there's times where I feel the map is just floating in a dark void, maybe add some sand as a land base
- Maybe change the stage soundboard to a radio? ( https://i.imgur.com/Ba19uxX.jpeg ) Also wouldn't hurt to make it so it's John and Amanda Slater picking up the L4D2 survivors
- Getting up on top of the boxes on the right side of the bleachers is basically a cheat code for the finale ( https://i.imgur.com/HITgyaE.jpeg ), infected have a real hard time making it up there to attack

Overall I really like what you're going for in this campaign, basically a beach/boardwalk-themed Dark Carnival.
Last edited by Skip Wiley; 29 Nov, 2024 @ 2:00pm
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